示例#1
0
        public static bool CollidesWith(this BoundingCircle c, BoundingRectangle r)
        {
            //var closestX = Math.Max(Math.Min(c.X, r.X + r.Width), r.X);
            //var closestY = Math.Max(Math.Min(c.Y, r.Y + r.Height), r.Y);
            //return (c.Radius * c.Radius <= Math.Pow(closestX - r.X, 2) + Math.Pow(closestY - r.Y, 2));
            var cX      = c.X - c.Radius;
            var cY      = c.Y - c.Radius;
            var cRadius = c.Radius;
            var rX      = r.X;
            var rY      = r.Y;
            var rWidth  = r.Width;
            var rHeight = r.Height;

            // adapted from https://stackoverflow.com/questions/401847/circle-rectangle-collision-detection-intersection
            // --------------------------------------------------
            var distX = Math.Abs(cX - rX);
            var distY = Math.Abs(cY - rY);

            if (distX > (rWidth / 2 + cRadius))
            {
                return(false);
            }
            if (distY > (rHeight / 2 + cRadius))
            {
                return(false);
            }

            if (distX <= (rWidth / 2))
            {
                return(true);
            }
            if (distY <= (rHeight / 2))
            {
                return(true);
            }

            var cornerDistance_sq = Math.Pow(distX - rWidth / 2, 2) +
                                    Math.Pow(distY - rHeight / 2, 2);

            return(cornerDistance_sq <= (cRadius * cRadius));
            // --------------------------------------------------
        }
示例#2
0
 public static bool CollidesWith(this BoundingCircle c, Vector2 v)
 {
     return(v.CollidesWith(c));
 }
示例#3
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 public static bool CollidesWith(this Vector2 v, BoundingCircle c)
 {
     return(Math.Pow(c.Radius, 2) >= Math.Pow(v.X - c.X, 2) + Math.Pow(v.Y - c.Y, 2));
 }
示例#4
0
 public static bool CollidesWith(this BoundingRectangle r, BoundingCircle c)
 {
     return(c.CollidesWith(r));
 }
示例#5
0
        public static bool CollidesWith(this BoundingCircle a, BoundingCircle b)
        {
            float distance = (a.X - b.X) * (a.X - b.X) + (a.Y - b.Y) * (a.Y - b.Y);

            return(distance < (a.Radius + b.Radius) * (a.Radius + b.Radius));
        }